[relz] BTB's Game Improvements 4.0

Post » Tue Mar 15, 2011 3:41 am

Well, the idea is that even a single fight would be pretty draining if you got into one while you were travelling, but this way your faitgue will still recharge when you're done even if you keep running.

In terms of roleplay I agree, but in terms of gameplay, I'm not sure it is better this way.
When running, the loss is smaller than before but you still lose a bit.
If you get into multiple chains of fights at a time... yeah, that's what restore fatigue potions/spells/enchantments are for. I did my best to make the effect cheap and easy to come by.

I agree you've eased the making of fatigue regeneration potions, and I like the burden and paralysis counterparts you've added on cheap ingredients.

Yes. You are correct, sir >.>

Once again, in terms of gameplay, sometimes it is boring.
Nevertheless, it makes Divine Intervention and Almsivi Intervention useful. I didn't use these spells at all before your mod.

That's the big reason I made soul gems easier to come by. Enchanting is a very overpowered skill, and I felt that having to use soul gems to refill them was a good way to balance it.

I understand your point. I'll try to raise my enchant skill by refilling items and see if it works.
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Adam
 
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Post » Mon Mar 14, 2011 9:21 pm

I have an idea. What about making Illusion governed by Willpower, as are all the other magic skills (except I think one other is INT). I think having a magic skill governed by PER is pretty dumb and makes no sense.
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Kristina Campbell
 
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Post » Mon Mar 14, 2011 6:22 pm

In terms of roleplay I agree, but in terms of gameplay, I'm not sure it is better this way.


Ah, the eternal dilemma of the game designer. I know all too well what you speak of, my friend.

When running, the loss is smaller than before but you still lose a bit.


Oh, yeah... good point.

I dunno. I may go back and look at them again... along with the merchant skill settings. But as of yet, I'm unsure.

I agree you've eased the making of fatigue regeneration potions, and I like the burden and paralysis counterparts you've added on cheap ingredients.


It got to a point where I thought I was seriously overdoing it with paralysis, as if some part of me was trying desperately to make Wood Elves a good race to play.

Once again, in terms of gameplay, sometimes it is boring.
Nevertheless, it makes Divine Intervention and Almsivi Intervention useful. I didn't use these spells at all before your mod.


Ha!

I have an idea. What about making Illusion governed by Willpower, as are all the other magic skills (except I think one other is INT). I think having a magic skill governed by PER is pretty dumb and makes no sense.


I thought it was weird at first, too, until I realized that every ounce of my real-life experience tells me that the ability to manipulate how people perceive things is a personality-based skill beyond anything else.
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Phoenix Draven
 
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Post » Mon Mar 14, 2011 2:03 pm

- Galbedir sells me a Grand Soul Gem with a soul of a Winged Twilight for 90,000 gold, is it done by your settings? Isn't too much?

That's actually a function of the Morrowind Code Patch, not my mod.

I just found I was using MCP 1.6 while version 1.8 was out and actually fixes that issue:

- Soulgem value rebalance. Makes filled soulgems worth something more reasonable. Value is dependent only on soul magnitude.

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Amber Ably
 
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Post » Tue Mar 15, 2011 4:43 am

You're quite welcome.



Well, the idea is that even a single fight would be pretty draining if you got into one while you were travelling, but this way your faitgue will still recharge when you're done even if you keep running.

If you get into multiple chains of fights at a time... yeah, that's what restore fatigue potions/spells/enchantments are for. I did my best to make the effect cheap and easy to come by.


I think you should probably completely do away with fatigue loss from running. Everything chance based *thing* seems to be governed by fatigue, including attack chance, damage (i think), spell failure etc. All this does is penalize players for something they're gonna do anyway (run) and the penalty being to make them hunker down for a bit. In Oblivion, running doesn't result in net fatigue loss but slows down fatigue regeneration, which is a good compromise and a good step forward (that was a pun was it? no?


Yes. You are correct, sir >.>


This was your response to increasing silt strider prices and nerfing boots of blinding speed making travel expensive and slow. I think to alleviate that you might wanna tweak a GMST that governs move speed of the player and NPCs (not sure if it applies to creatures as well). I say something like 2.5-3x the current amount sounds good.

That's the big reason I made soul gems easier to come by. Enchanting is a very overpowered skill, and I felt that having to use soul gems to refill them was a good way to balance it.


You've probably heard this before but you've made enchanted items completely useless to anybody who doesn't have enchant as a major. Which is a radical shift in not just balance but design. It used to be that any class could use items appreciably but classes with higher enchant could really get an advantage out of it. Yet it seems like all these changes (10x charge cost etc.) were made for only one purpose: spamming conjuration and destruction spells. Wouldn't it be easier to just ban On Cast destruction and conjuration spells? - rather than gimp ALL enchantments, like the lovely hearth belt which is an *essential* life saver in the beginning, but which now requires a soul gem to recharge every couple of times you use it - because it seems like you have gone through all *existing* enchanted items you could pick up in the game anyway. And really although enchant does get fairly powerful at lv 70+ now that you have jacked it up to 10x its useless at anything under lv 70. Trying to align spell progression with "enchantment progression" seems to be wrong, since enchanted items have to be found, usually by beating up some monstrous baddies and if you buy them, they cost far more than any spell, probably more than the cost of purchasing the spell multiplied by the number of times you actually use it in your character's lifetime.

One other (tentative) comment: seems like you have reduced prices for all items, which is great. However, you might want to readjust prices for the rarer items like ebony and daedric a little bit upwards since, I suspect that with the current price changes, the player will always feel like he's floating at the poverty line, when what you really want to do is make high level players feel at least a little bit wealthy. Say something like 30-40% pricier. You may also want to adjust the gold available to merchants so that it is less troublesome to sell higher priced items (and it's not like the tiny gold cap on most merchants is a good way of balancing things anyway since you've already adjusted item prices - it just irritates people). Say 4x or so.

BTW some mods you might want to add to your mod list for the purposes of convenience:

Melian's teleport: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8153: infinite marks and can choose which to recall too. Very useful since it allows travellers that are half dead in the middle of a journey to return home, freshen up, and go back into the fight, rather than Mark current spot, Divine Intervention, run back home, and then recall.

Sneaking realism: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8636: adds a wee bit more sophistication to sneak, something which you lamented about. 10x crit might be too much. 4x sounds more reasonable - btw why did you adjust sneak attacks to 2.5x? You probably shouldn't now with the mod since you are penalized for using non-short blade weapons when sneaking.
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Maddy Paul
 
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Post » Tue Mar 15, 2011 12:20 am

- Mercantile progression rate: With the new increased value, it is too easy to boost your skill in a very short time. The first purchases I've done in Seyda Neen resulted in one level up for mercantile for each item! I find the original value was already high.


Just updated to 4.2, and my edit to the mercantile skill progression is removed.

I think you should probably completely do away with fatigue loss from running. Everything chance based *thing* seems to be governed by fatigue, including attack chance, damage (i think), spell failure etc. All this does is penalize players for something they're gonna do anyway (run) and the penalty being to make them hunker down for a bit.


This is one of those things where "realism" and "acceptable breaks from reality" are going to clash. Doing away with fatigue loss from running altogether is a bit too far down the path than I want to go, so just lowering the fatigue loss from running was my idea of compromising on the subject.

In Oblivion, running doesn't result in net fatigue loss but slows down fatigue regeneration, which is a good compromise and a good step forward (that was a pun was it? no?


That's not really compromise. That's more like if a girl doesn't want six, but you make her do it anyways and just agree not to donkey punch her when you're done.

This was your response to increasing silt strider prices and nerfing boots of blinding speed making travel expensive and slow. I think to alleviate that you might wanna tweak a GMST that governs move speed of the player and NPCs (not sure if it applies to creatures as well). I say something like 2.5-3x the current amount sounds good.


Anything I say in response to this is just going to turn into a direct quote from my readme, so i might as well just post it:

Since more than a few people will likely object to my treatment of both the Boots of Blinding Speed and the fortify speed effect in general throughout my mod, I suppose I should probably elaborate further. Most players tend to see speed as an attribute that serves no other purpose but to shorten the travel times in this game from one point to the next. What they don't see it as is something which helps them to retreat from fights in which they are getting their asses handed to them (like the French), or just flat-out don't feel like dealing with (like the Swiss). 200 points of speed may seem perfectly fine to the [censored] who plays a game about exploring and then doesn't want to explore, but it's also a really cheap way to rush past a whole bunch of fights that you should probably be, you know, fighting.

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Maeva
 
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Post » Mon Mar 14, 2011 9:13 pm

You've probably heard this before but you've made enchanted items completely useless to anybody who doesn't have enchant as a major.


I've heard it. Don't really agree with it, but I've heard it.

It used to be that any class could use items appreciably but classes with higher enchant could really get an advantage out of it.


That's a wee bit of an understatement, like saying that Hitler was a mildly unpleasant fellow.

Yet it seems like all these changes (10x charge cost etc.)


I actually don't do that. Can't. It's not within the ability of the CS.

were made for only one purpose: spamming conjuration and destruction spells. Wouldn't it be easier to just ban On Cast destruction and conjuration spells? - rather than gimp ALL enchantments,


Destruction may be the worst of the bunch, but give me just about any effect and I'll find a way to abuse it in the enchanting system.

And really although enchant does get fairly powerful at lv 70+ now that you have jacked it up to 10x its useless at anything under lv 70.


Again... I haven't done this. I can't do this. It's not possible.

Trying to align spell progression with "enchantment progression" seems to be wrong, since enchanted items have to be found, usually by beating up some monstrous baddies and if you buy them, they cost far more than any spell, probably more than the cost of purchasing the spell multiplied by the number of times you actually use it in your character's lifetime.


Again, I don't think I'm going to be able to respond to this without resorting to directly quoting the readme...


Again, I should probably explain. Remember that enchanted items have both a zero-percent failure rate and an instant casting time, meaning that the only limitation to how fast you can dish out the pain from your enchanted codpiece of hellfire is how fast you can spam the "use" key. Many players don't really seem to appreciate the monumental significance of these features except by universally crediting them for the fact that the enchant skill essentially replaces spellcasting about an hour into the game. Getting just a few uses out of an enchanted item is already a nice bonus in and of itself, but getting several hundred uses after breaking the second half of the chessboard (wiki it) is [censored] ridiculous.

The other motive to increase the charge cost per use overall is to make the enchant skill behave more like the magicka skills with respect to your ability to utilize powerful enchantments. A character with a skill level of 5 in Destruction, for example, has exactly a snowball's chance in hell of successfully casting God's Frost, so why in the [censored] shouldn't a character with an enchant skill of 5 be equally inept at casting the exact same spell from an enchanted item? The argument that any player good enough to acquire the necessary items and souls to pull off such enchantments deserve whatever they can make out of them is [censored], because even a level 20 character is still going to svck at whatever skills he or she hasn't put any effort into developing, regardless of whatever equipment they've found.
.

One other (tentative) comment: seems like you have reduced prices for all items, which is great. However, you might want to readjust prices for the rarer items like ebony and daedric a little bit upwards since, I suspect that with the current price changes, the player will always feel like he's floating at the poverty line, when what you really want to do is make high level players feel at least a little bit wealthy. Say something like 30-40% pricier. You may also want to adjust the gold available to merchants so that it is less troublesome to sell higher priced items (and it's not like the tiny gold cap on most merchants is a good way of balancing things anyway since you've already adjusted item prices - it just irritates people). Say 4x or so.


Actually, I still feel they're a bit too high.

I see the problem, though, is that our aims are completely different. I'm deliberately trying to keep the player in poverty, even into higher levels. This directly contradicts a lot of what you're suggesting I do :)


BTW some mods you might want to add to your mod list for the purposes of convenience:

Melian's teleport: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8153: infinite marks and can choose which to recall too. Very useful since it allows travellers that are half dead in the middle of a journey to return home, freshen up, and go back into the fight, rather than Mark current spot, Divine Intervention, run back home, and then recall.

Sneaking realism: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8636: adds a wee bit more sophistication to sneak, something which you lamented about.


The second one I may look at, but the first one is another one of those things where you're just aiming in a totally different direction than me. It's not necessarily a bad thing, but we'll have to agree to disagree.


btw why did you adjust sneak attacks to 2.5x? You probably shouldn't now with the mod since you are penalized for using non-short blade weapons when sneaking.


I don't get why people keep asking about this one so much. It's not new to the latest version of my mod... though I guess maybe it wasn't until this version that people actually started using the Settings plugin.

Honestly, I think I put maybe about ten seconds' thought into that edit, if that. Most of the other hot-button edits are ones I lamented over for hours, some even for days. I really don't know what else to say except 4x damage is just ridiculously high
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Wayne Cole
 
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Post » Mon Mar 14, 2011 2:41 pm


Again... I haven't done this. I can't do this. It's not possible.


So you haven't increased charge cost per use?

I see the problem, though, is that our aims are completely different. I'm deliberately trying to keep the player in poverty, even into higher levels. This directly contradicts a lot of what you're suggesting I do :)


Just curious as to why you would do that. I was under the impression that even old school RPGs offered a sense of monetary progression, for the lack of a better term .You're never swimming in gold since better gear is more expensive, but you could definitely afford more than what you did at lower levels when you were basically a street urchin.


The second one I may look at, but the first one is another one of those things where you're just aiming in a totally different direction than me. It's not necessarily a bad thing, but we'll have to agree to disagree.


The improved mark might be too much of a compromise to the original game and make either Mark or the Interventions useless, true. But anyway that's just for convenience - not difficulty. But what are your thoughts on increasing Merchant gold? I think Merchant Gold seems like a very trivial factor as to how much you can get from selling loot...surely rebalanced item prices are good enough? Also the GMST for movement speed I mentioned above applies to all NPCs baddies included so you can still be hunted down.

I don't get why people keep asking about this one so much. It's not new to the latest version of my mod... though I guess maybe it wasn't until this version that people actually started using the Settings plugin.

Honestly, I think I put maybe about ten seconds' thought into that edit, if that. Most of the other hot-button edits are ones I lamented over for hours, some even for days. I really don't know what else to say except 4x damage is just ridiculously high


It's actually pretty tough to sneak up to someone from behind without them noticing you at all. Getting within melee distance unnoticed, even with their back turned should be rewarded a little bit. It's probably less powerful than it seems since sneaky types will always use low damage/fast attack short blades (at least with the suggested mod above).
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Miguel
 
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Post » Tue Mar 15, 2011 1:03 am

I just thought I would pop in here to say that I love to see people invest this kind of time and dedication into a game which, for me, has been the driving force behind my love of video games for almost as long as Command and Conquer. The sheer volume of changes and alterations you've made boggles the mind. I can't even quite manage to read the entire list of them... I find myself saying "holy crap, there's more? Skim..."

And overall, it looks to be very high-quality work. Mind you, I say -looks-... because I haven't dared to try putting myself through the challenge of using it.

Truth be told, from my perspective, that list of changes looks like Morrowind for Masochists. That's not a bad thing, by any means whatsoever, but it definitely is an intimidating one. Just trying to read the list of changes is like listening to an angry parent berate their child for the mistakes of their friends. I feel compelled to scream out 'Mom! I didn't do it! Honest! It was Jeremy and Rob! You gotta believe me!'

People abuse this... people abuse that... spellcasting gets replaced by enchantment blah blah blah...

Not by ME! I don't abuse the game... because I don't have fun when I abuse the game. And so I am seldom compelled to play mods which 'punish' me for my devious ways by taking away things which are otherwise fun mechanisms for the sole reason that people can abuse them. I enjoy having the -ability- to get rich, ride around on Silt Striders everywhere I go, find artifacts and insanely powerful pieces of armor or weaponry and sell them for ludicrous amounts. And if it's -abuse- that my Knight, with absolutely zero magical skill, can wield a weapon which has magic held within and use that in the stead of sorcery... well... I think -that- is just [censored] ridiculous.

(I totally didn't swear there... it really does just say censored inside of brackets. ^_^ That's because I felt left out with all the other people who feel more intensely than I do.)

Even still... I may have to give it a try, if only so that I can give it the obviously high ratings that it deserves. After all, this much work definitely warrants appreciation.. and it obviously appeals to a certain group of people. I may not be one of them... but I know enough to acknowledge that 'to each, their own' is a good policy.

So! Excellent work!

I hope that a great many people agree with that sentiment!
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Budgie
 
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Post » Mon Mar 14, 2011 2:18 pm

Truth be told, from my perspective, that list of changes looks like Morrowind for Masochists. That's not a bad thing, by any means whatsoever, but it definitely is an intimidating one. So! Excellent work! I hope that a great many people agree with that sentiment!


Agreed - BTB is a swedish redhead loving Masochist. However, my game is much more "balanced" in that I have to make good choices with money, skills, leveling and questing. Playing avatars that are all consuming powerful makes any RPG dull to me because you always know you are going to "win the battle" except for perhaps the last one that ends the game. With BTB's mod and mod list, hopefully you, like me will find Morrowind a far more fun and interesting place.
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bimsy
 
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Post » Mon Mar 14, 2011 7:23 pm

I really second Chakka's opinion.
Before installing BTB's mod, I was quickly bored playing MW for each of my characters as soon as they reached a few levels because I had all I wanted (items, power, factions, easy trips...) without time, nor reflection, nor difficulties... nor feelings. Now I make choices on the evolution of my char. Now I get thrill when I encounter opponents, find/buy items, succeed in a quest, travel... even with at quite high level. That's why I'm really grateful to BTB's work. (and sorry for my English, I'm French!)
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Genevieve
 
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Post » Mon Mar 14, 2011 6:59 pm

So you haven't increased charge cost per use?


No.

I was under the impression that even old school RPGs offered a sense of monetary progression, for the lack of a better term .You're never swimming in gold since better gear is more expensive, but you could definitely afford more than what you did at lower levels when you were basically a street urchin.


The problem is what you just said - old-school RPG's actually give you something to spend all of that money on. Morrowind is different in that you grow out of store-bought equipment very quickly, thus it's not an effective moneysink. The only two major ones are custom enchantments and training, and being able to afford too much of either is bad.


But what are your thoughts on increasing Merchant gold? I think Merchant Gold seems like a very trivial factor as to how much you can get from selling loot...surely rebalanced item prices are good enough?


It's a good "hard" balancing mechanism that failsafes when the "soft" ones fail.

That being said...

The only remaining barter-related edit in this module decreases the merchant gold reset delay, which is basically the amount of time it takes for a merchant to revert to the default amount of gold available for barter, from one day to one hour. This is because the only real limitation presented by the amount of gold a merchant has on hand is, in most cases, the maximum value of a single transaction. So, pretty much any reset time beyond "none" is time that will likely be spent standing in front of a merchant and slapping the "wait" button like a noisy child, which is behavior I try to discourage whenever possible.


Also the GMST for movement speed I mentioned above applies to all NPCs baddies included so you can still be hunted down.


It applies to the walking speed of NPCs, yes. It does not, however, affect their attack speed, spellcasting speed, etc, which essentially leaves us with the same problem.

It's actually pretty tough to sneak up to someone from behind without them noticing you at all. Getting within melee distance unnoticed, even with their back turned should be rewarded a little bit.


2.5x the damage of a regular attack is a little bit :P
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Roberta Obrien
 
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Post » Mon Mar 14, 2011 4:43 pm

I just thought I would pop in here to say that I love to see people invest this kind of time and dedication into a game which, for me, has been the driving force behind my love of video games for almost as long as Command and Conquer. The sheer volume of changes and alterations you've made boggles the mind. I can't even quite manage to read the entire list of them... I find myself saying "holy crap, there's more? Skim..."

And overall, it looks to be very high-quality work. Mind you, I say -looks-... because I haven't dared to try putting myself through the challenge of using it.

Truth be told, from my perspective, that list of changes looks like Morrowind for Masochists. That's not a bad thing, by any means whatsoever, but it definitely is an intimidating one. Just trying to read the list of changes is like listening to an angry parent berate their child for the mistakes of their friends. I feel compelled to scream out 'Mom! I didn't do it! Honest! It was Jeremy and Rob! You gotta believe me!'

People abuse this... people abuse that... spellcasting gets replaced by enchantment blah blah blah...

Not by ME! I don't abuse the game... because I don't have fun when I abuse the game. And so I am seldom compelled to play mods which 'punish' me for my devious ways by taking away things which are otherwise fun mechanisms for the sole reason that people can abuse them. I enjoy having the -ability- to get rich, ride around on Silt Striders everywhere I go, find artifacts and insanely powerful pieces of armor or weaponry and sell them for ludicrous amounts. And if it's -abuse- that my Knight, with absolutely zero magical skill, can wield a weapon which has magic held within and use that in the stead of sorcery... well... I think -that- is just [censored] ridiculous.

(I totally didn't swear there... it really does just say censored inside of brackets. ^_^ That's because I felt left out with all the other people who feel more intensely than I do.)

Even still... I may have to give it a try, if only so that I can give it the obviously high ratings that it deserves. After all, this much work definitely warrants appreciation.. and it obviously appeals to a certain group of people. I may not be one of them... but I know enough to acknowledge that 'to each, their own' is a good policy.

So! Excellent work!

I hope that a great many people agree with that sentiment!


I can actually sympathize with you on this. Honestly, the fault lies more with the developers for creating mechanics that have no real way of being balanced.

As for the whole "masochist" thing, it does make the game easier in some respects, namely by making lots of underused spell effects more useful.

I really second Chakka's opinion.
Before installing BTB's mod, I was quickly bored playing MW for each of my characters as soon as they reached a few levels because I had all I wanted (items, power, factions, easy trips...) without time, nor reflection, nor difficulties... nor feelings. Now I make choices on the evolution of my char. Now I get thrill when I encounter opponents, find/buy items, succeed in a quest, travel... even with at quite high level. That's why I'm really grateful to BTB's work. (and sorry for my English, I'm French!)


Glad you liked it. And your English is just fine.

Hell, I just got an email from some guy in Australia that looks like it was run through translationparty >.>
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Juliet
 
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Post » Tue Mar 15, 2011 12:34 am



The problem is what you just said - old-school RPG's actually give you something to spend all of that money on. Morrowind is different in that you grow out of store-bought equipment very quickly, thus it's not an effective moneysink. The only two major ones are custom enchantments and training, and being able to afford too much of either is bad.



BTW BTB have you ever looked at Venombyte's Economy Fixes here: http://www.silgradtower.net/Websites/Misc_ST_Related/HostedWebsites/Lichcraft.silgrad.com/economyfixes.php

It contains changes to leveled lists such that powerful items are far more scarce. Haven't actually used it to see how far it goes but it seems like an interesting direction to go in terms of balancing the economy (by giving the player incentive to actually buy stuff from merchants since decent items are far rarer at lower levels).
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Angela Woods
 
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Post » Tue Mar 15, 2011 5:32 am

BTW BTB have you ever looked at Venombyte's Economy Fixes here: http://www.silgradtower.net/Websites/Misc_ST_Related/HostedWebsites/Lichcraft.silgrad.com/economyfixes.php

It contains changes to leveled lists such that powerful items are far more scarce. Haven't actually used it to see how far it goes but it seems like an interesting direction to go in terms of balancing the economy (by giving the player incentive to actually buy stuff from merchants since decent items are far rarer at lower levels).


I use Morrowind Advanced, which does more or less the same thing.
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Alex [AK]
 
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Post » Tue Mar 15, 2011 2:55 am

BTB,

Does the Trollkin ability (endurance +20 ) of The Lord sign conflict at all with the state-based hit points calculations, or it is fine to apply Talrivian's mod to a character with this Birth star?

thanks!
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kyle pinchen
 
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Post » Mon Mar 14, 2011 8:21 pm

BTB,

Does the Trollkin ability (endurance +20 ) of The Lord sign conflict at all with the state-based hit points calculations, or it is fine to apply Talrivians mod to a character with this Birth star?

thanks!


One of the problems in the original State-Based HP mod was wonkiness with the Lord birthsign in my mod. Talrivian's version fixes this problem.
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Rodney C
 
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Post » Mon Mar 14, 2011 9:50 pm

Also, my mod list has been updated for the most part. All I really need to do is get some screen shots now.
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Jodie Bardgett
 
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Post » Mon Mar 14, 2011 6:20 pm

Hello BTB,

what happened to F.A.R.P btw? It's gone from your modlist.
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Del Arte
 
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Post » Mon Mar 14, 2011 9:50 pm

I love the way version 1.0 says that 'no further versions are planned', and we're now on version 4.2.
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DAVId MArtInez
 
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Post » Mon Mar 14, 2011 7:18 pm

Hello BTB,

what happened to F.A.R.P btw? It's gone from your modlist.


You know, there's no better way for me to find out how many people are actually using a given mod on my list than by removing it. I got these same questions when I removed Fair Magicka Regen >.>

Anyways, it was for balance concern issues. After I finally finished the "Equipment" module of BTB's Game Improvements, I realized that I had no desire to go through FARRP's mod and do the same thing. I'd actually been tossing around the idea of [censored]canning it for awhile due to occasional reports of broken icons/meshes, but that I could never confirm. The fact that the only up-to-date version of the mod was being hosted off in some God-knows-where corner of the itnernet and that I couldn't actually voice these concerns to the author himself was enough to make me pull the plug.

I love the way version 1.0 says that 'no further versions are planned', and we're now on version 4.2.


The irony of this is not lost on me, I assure you.
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Nicole Coucopoulos
 
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Post » Mon Mar 14, 2011 10:44 pm

The irony of this is not lost on me, I assure you.

to be fair you only said you'd up date the mod if something needed fixing cause it was broke/not working how you wanted it too or unbalanced. Your fussy like the rest of us :P


BTB this looks really good, I am gona download it and give it a whirl - espically the alchemy bit. That system needed updating a long time ago! I followed the the wip thread for that one.

Jsut out of curiosity (before I start downloading) you would happen to have a full online list of all the alchemy ingrediant changes???
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Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am

Post » Mon Mar 14, 2011 7:06 pm

to be fair you only said you'd up date the mod if something needed fixing cause it was broke/not working how you wanted it too or unbalanced. Your fussy like the rest of us :P


Well, it's nice to know I'm not the only one :P

BTB this looks really good, I am gona download it and give it a whirl - espically the alchemy bit. That system needed updating a long time ago! I followed the the wip thread for that one.


Updating the alchemy system and the response I got to it here was actually the inspiration I needed to get off my ass and finish updating the mod. So... thanks.

Jsut out of curiosity (before I start downloading) you would happen to have a full online list of all the alchemy ingrediant changes???


The new effects - http://btb2.free.fr/alchemy.html
The changelog - http://btb2.free.fr/alchemy.txt

EDIT: also, my personal update of Morrowind Advanced (linked to on my modlist) also covers the alchemy ingredients that it adds, along with an updated version of the ingredient effect .html file included with the download. I try to think of everything.
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Enie van Bied
 
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Joined: Sun Apr 22, 2007 11:47 pm

Post » Mon Mar 14, 2011 8:23 pm

The new effects - http://btb2.free.fr/alchemy.html
The changelog - http://btb2.free.fr/alchemy.txt

Nice one! Cheers for the links, will give it a read through now.
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YO MAma
 
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Joined: Thu Dec 21, 2006 8:24 am

Post » Mon Mar 14, 2011 1:34 pm

The new effects - http://btb2.free.fr/alchemy.html
The changelog - http://btb2.free.fr/alchemy.txt

Thanks for the links. Now I can investigate all the changes with ease.
Looks pretty good :)
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Genevieve
 
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